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Martial Arts

Martial Arts Styles and Related Rules...

The Use of Multiple Martial Arts Styles

...for Advanced Dungeons & Dragons(tm) in MyWorld.

...for Multiverser.

Characters with proficiency in more than one martial art style shall be permitted to switch between styles during combat. The player must name the martial arts style which he will use each round prior to the initiative roll. Failure to designate a martial arts style will result in the same style being carried from the previous round.

Characters who have learned more than one martial art style may switch between styles during combat. The player must name the martial arts style which he will use each minute or combat period during the announcement phase. Failure to designate a martial arts style will result in the same style being carried from the previous minute or combat period. The referee should consider carefully whether the player may change styles within the same combat minute, but should allow this if the character is in a game world in which a shorter combat period is used.

The armor class, attacks, and damage of the chosen style apply throughout the round, including for any pre-initiative attacks. The special maneuvers available to the character are limited to those permitted to the style; any maneuver which is initiated in one round and maintained thereafter may be so maintained. These include Choke Hold, Locking Block, Immobilizing, Sticking Touch, Weapon Catch. Certain maneuvers obviously limit the martial artist in subsequent action by tying up certain body parts as maintenance, e.g., the Locking Block requires both hands, and so prevents subsequent hand, arm, or weapon attacks; the Choke Hold must be maintained for a full round, preventing any other attacks.

The sit-mods, damage mods, and style multiplier of the chosen style apply throughout the period, beginning at the moment the character could activate instant activation defenses; if a different style was in effect before this, those modifiers remain in effect up to this instant. Some special maneuvers may be initiated in one period and maintained into the next period, and a style change will not eliminate these. These include Choking Grasp, Attack Catch, Immobilizer, Following Finger, Haste, and Seize Weapon. Certain maneuvers obviously limit the martial artist in subsequent action by tying up certain attacks as maintenance, e.g., the Attack Catch requires both hands, and so prevents subsequent hand, arm, or weapon attacks; the Choking Grasp must be maintained for a full round, preventing any other attacks which use the hands.

Certain maneuvers, once learned, are always in effect; thus, they do not require any style to be in effect to use them. These include Missile Escape, Resist Slowing, Fall Impact Absorption, Alert Rest, Panoramic Awareness, Control Resistance, Fighting Blind, Levitate.

The maneuver Speed may only be initiated in the styles in which it is learned, but may be maintained for the duration permitted even if the style is changed.

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All other maneuvers, all Kick Maneuvers, Incapacitator, Feint, Prone Fighting, Immovability, Leap, Concentrated Push, One Finger, all Strike Maneuvers, Instant Stand, Hurl, Great Throw, all Vital Area maneuvers, Weapon Breaker, Steel Cloth, and Iron Skin, are presumed to be intrinsically part of a style, and may not be initiated or maintained if the style changes.

Since under Multiverser rules a character can use any maneuver in conjunction with any style, all maneuvers remain possible and effective, although sit-mods, damage mods, and number of attacks will change to match the new style.

If a character is holding or using a weapon not taught in a style to which he changes, the weapon will interfere with the character's ability to perform in that style unless he drops it without regard for where it lands. Only characters with Iajutsu, and those shifting to a kensai dedication, specialization, or cavalier/paladin weapon of choice can draw a new weapon without penalty.

If a character is holding or using a weapon and changes to a weapon-adverse style, the weapon will interfere with the character's ability to perform in that style unless he drops it without regard for where it lands. Only characters with B7@1 fast draw skill can draw a new weapon without a time penalty.

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